yasith said:
mediafire.com/?m62f9do2jgzg6o4
is a link to a diagram of my problem. please add www. at the front
sorry I can't link the image directly yet as I have not reached 10 posts on this forum to attach an image.
point a,b,c are my constant points which I am using to define a set of axis
object of interest which I have circled moves relative to the triangle abc.
the object of interest can translate as well as rotate. and the axis of rotation can also change.
I can get coordinates for as many points as I want from the object of interest.
therefore given this problem
1. I need to describe the translation of the object over time
2. I need to describe its rotation
I'm afraid I need more specific information.
If you have only say one bone rotating with respect to something that is constant, then this is easy to do, and the way to describe this as a function of time is to calculate the rotation axis and make the angle change at a specific rate (radians per second).
What I need you to do is to supply me with the number of bones involved from the very end of the final bone all the way to the starting bone where the 'root' of the tree ends.
If you only have say one or two-bones total, then this should be manageable but if you have more, then this is actually not easy, but you can still solve it. The technical area for this kind of problem where you are given a complex bone structure with constraints and you need to say move the end from point A to B is called Inverse Kinematics or IK for short. IK contains all the theory, understanding and algorithms to do this.
The idea is that with IK, if you have given say a complete bone structure for a human being and you want to calculate how all bones change as a function of time (which include translation and rotation) where you move say your hand from A to B and you want everything else but your arms, elbows and hands (and fingers for that hand) to say the same, then you use an IK solver to generate the positions for you.
If you have a complex bone-structure, then I would use an IK system to do it. You can get IK libraries where you specify the bone-structure in a hiearchical tree (root note would correspond to torso, leaf node would correspond to fingers as an example) and you also give it constraints (like for example you can't do crazy things with your elbows unless you have some weird disorder so you say how many angles things can bend).
After you have set this up, you then tell it where it should start in 3D co-ordinates (i.e. the actual bone), where it should end (again in 3D co-ordinates), and then you usually give it a time step which is the delta time parameter and it will generate a list of all 3D positions of all joints for your bones and then you can either just get a print out of the text, or if you have something with graphics, you can output the image (or even a video) of the simulation.
I think you didn't expect this response, but again if you have more than two bones then this is what I would recommend you do.